forked from VoxeLibre/VoxeLibre
Merge branch 'master' into damage
This commit is contained in:
commit
5d5ed91519
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@ -4350,7 +4350,7 @@ function mobs:alias_mob(old_name, new_name)
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end
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end
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--[[
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local timer = 0
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local timer = 0
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minetest.register_globalstep(function(dtime)
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime
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timer = timer + dtime
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@ -4367,4 +4367,3 @@ minetest.register_globalstep(function(dtime)
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end
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end
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timer = 0
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timer = 0
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end)
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end)
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]]--
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@ -30,13 +30,14 @@ local skeleton = {
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"mcl_bows_bow_0.png", -- bow
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"mcl_bows_bow_0.png", -- bow
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"mobs_mc_skeleton.png", -- skeleton
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"mobs_mc_skeleton.png", -- skeleton
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} },
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} },
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visual_size = {x=3, y=3},
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visual_size = {x=1, y=1},
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makes_footstep_sound = true,
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makes_footstep_sound = true,
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sounds = {
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textures = {
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random = "mobs_mc_skeleton_random",
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{
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death = "mobs_mc_skeleton_death",
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"mobs_mc_empty.png", -- armor
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damage = "mobs_mc_skeleton_hurt",
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"mobs_mc_skeleton.png", -- texture
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distance = 16,
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"mcl_bows_bow_0.png", -- wielded_item
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}
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},
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},
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walk_velocity = 1.2,
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walk_velocity = 1.2,
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run_velocity = 2.4,
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run_velocity = 2.4,
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@ -108,12 +109,12 @@ mobs:register_mob("mobs_mc:skeleton", skeleton)
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--###################
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--###################
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local stray = table.copy(skeleton)
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local stray = table.copy(skeleton)
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stray.mesh = "mobs_mc_stray.b3d"
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stray.mesh = "mobs_mc_skeleton.b3d"
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stray.textures = {
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stray.textures = {
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{
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{
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"mcl_bows_bow_0.png",
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"mobs_mc_stray.png",
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"mobs_mc_stray_overlay.png",
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"mobs_mc_stray_overlay.png",
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"mobs_mc_stray.png",
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"mcl_bows_bow_0.png",
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},
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},
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}
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}
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-- TODO: different sound (w/ echo)
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-- TODO: different sound (w/ echo)
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@ -25,11 +25,12 @@ mobs:register_mob("mobs_mc:witherskeleton", {
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mesh = "mobs_mc_witherskeleton.b3d",
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mesh = "mobs_mc_witherskeleton.b3d",
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textures = {
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textures = {
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{
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{
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"default_tool_stonesword.png", -- sword
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"mobs_mc_empty.png", -- armor
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"mobs_mc_wither_skeleton.png", -- wither skeleton
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"mobs_mc_wither_skeleton.png", -- wither skeleton
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"default_tool_stonesword.png", -- sword
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}
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}
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},
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},
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visual_size = {x=3.6, y=3.6},
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visual_size = {x=1.2, y=1.2},
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makes_footstep_sound = true,
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makes_footstep_sound = true,
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sounds = {
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sounds = {
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random = "mobs_mc_skeleton_random",
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random = "mobs_mc_skeleton_random",
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Before Width: | Height: | Size: 790 B After Width: | Height: | Size: 1021 B |
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@ -38,12 +38,12 @@ mobs:register_mob("mobs_mc:villager_zombie", {
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visual = "mesh",
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visual = "mesh",
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mesh = "mobs_mc_villager_zombie.b3d",
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mesh = "mobs_mc_villager_zombie.b3d",
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textures = {
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textures = {
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{"mobs_mc_zombie_butcher.png"},
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{"mobs_mc_empty.png", "mobs_mc_zombie_butcher.png", "mobs_mc_empty.png"},
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{"mobs_mc_zombie_farmer.png"},
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{"mobs_mc_empty.png", "mobs_mc_zombie_farmer.png", "mobs_mc_empty.png"},
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{"mobs_mc_zombie_librarian.png"},
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{"mobs_mc_empty.png", "mobs_mc_zombie_librarian.png", "mobs_mc_empty.png"},
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{"mobs_mc_zombie_priest.png"},
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{"mobs_mc_empty.png", "mobs_mc_zombie_priest.png", "mobs_mc_empty.png"},
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{"mobs_mc_zombie_smith.png"},
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{"mobs_mc_empty.png", "mobs_mc_zombie_smith.png", "mobs_mc_empty.png"},
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{"mobs_mc_zombie_villager.png"}
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{"mobs_mc_empty.png", "mobs_mc_zombie_villager.png", "mobs_mc_empty.png"},
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},
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},
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visual_size = {x=2.75, y=2.75},
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visual_size = {x=2.75, y=2.75},
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makes_footstep_sound = true,
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makes_footstep_sound = true,
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@ -242,4 +242,3 @@ mobs_mc.spawn_height.overworld_max)
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-- spawn eggs
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-- spawn eggs
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mobs:register_egg("mobs_mc:villager_zombie", S("Zombie Villager"), "mobs_mc_spawn_icon_zombie_villager.png", 0)
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mobs:register_egg("mobs_mc:villager_zombie", S("Zombie Villager"), "mobs_mc_spawn_icon_zombie_villager.png", 0)
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@ -58,7 +58,11 @@ local zombie = {
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visual = "mesh",
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visual = "mesh",
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mesh = "mobs_mc_zombie.b3d",
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mesh = "mobs_mc_zombie.b3d",
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textures = {
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textures = {
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{"mobs_mc_zombie.png"},
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{
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"mobs_mc_empty.png", -- armor
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"mobs_mc_zombie.png", -- texture
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"mobs_mc_empty.png", -- wielded_item
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}
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},
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},
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visual_size = {x=3, y=3},
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visual_size = {x=3, y=3},
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makes_footstep_sound = true,
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makes_footstep_sound = true,
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@ -111,7 +115,13 @@ mobs:register_mob("mobs_mc:baby_zombie", baby_zombie)
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-- Husk.
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-- Husk.
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-- Desert variant of the zombie
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-- Desert variant of the zombie
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local husk = table.copy(zombie)
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local husk = table.copy(zombie)
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husk.textures = {{"mobs_mc_husk.png"}}
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husk.textures = {
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{
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"mobs_mc_empty.png", -- armor
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"mobs_mc_husk.png", -- texture
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"mobs_mc_empty.png", -- wielded_item
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}
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}
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husk.ignited_by_sunlight = false
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husk.ignited_by_sunlight = false
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husk.sunlight_damage = 0
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husk.sunlight_damage = 0
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husk.drops = drops_common
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husk.drops = drops_common
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Before Width: | Height: | Size: 746 B After Width: | Height: | Size: 271 B |
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@ -35,6 +35,49 @@ mcl_banners.colors = {
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["unicolor_light_blue"] = {"light_blue", S("Light Blue Banner"), "mcl_wool:light_blue", "#4040CF", "mcl_dye:lightblue", N("Light Blue") },
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["unicolor_light_blue"] = {"light_blue", S("Light Blue Banner"), "mcl_wool:light_blue", "#4040CF", "mcl_dye:lightblue", N("Light Blue") },
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}
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}
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local pattern_names = {
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"",
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"border",
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"bricks",
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"circle",
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"creeper",
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"cross",
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"curly_border",
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"diagonal_up_left",
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"diagonal_up_right",
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"diagonal_right",
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"diagonal_left",
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"flower",
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"gradient",
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"gradient_up",
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"half_horizontal_bottom",
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"half_horizontal",
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"half_vertical",
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"half_vertical_right",
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"thing",
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"rhombus",
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"skull",
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"small_stripes",
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"square_bottom_left",
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"square_bottom_right",
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"square_top_left",
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"square_top_right",
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"straight_cross",
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"stripe_bottom",
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"stripe_center",
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"stripe_downleft",
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"stripe_downright",
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"stripe_left",
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"stripe_middle",
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"stripe_right",
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"stripe_top",
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"triangle_bottom",
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"triangle_top",
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"triangles_bottom",
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"triangles_top",
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}
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local colors_reverse = {}
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local colors_reverse = {}
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for k,v in pairs(mcl_banners.colors) do
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for k,v in pairs(mcl_banners.colors) do
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colors_reverse["mcl_banners:banner_item_"..v[1]] = k
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colors_reverse["mcl_banners:banner_item_"..v[1]] = k
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@ -300,24 +343,72 @@ minetest.register_node("mcl_banners:hanging_banner", {
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end,
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end,
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})
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})
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-- for pattern_name, pattern in pairs(patterns) do
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for colorid, colortab in pairs(mcl_banners.colors) do
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for colorid, colortab in pairs(mcl_banners.colors) do
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for i, pattern_name in ipairs(pattern_names) do
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local itemid = colortab[1]
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local itemid = colortab[1]
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local desc = colortab[2]
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local desc = colortab[2]
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local wool = colortab[3]
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local wool = colortab[3]
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local colorize = colortab[4]
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local colorize = colortab[4]
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local itemstring = "mcl_banners:banner_item_"..itemid
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local itemstring
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local inv
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if pattern_name == "" then
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if colorize then
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itemstring = "mcl_banners:banner_item_" .. itemid
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inv = "mcl_banners_item_base.png^(mcl_banners_item_overlay.png^[colorize:"..colorize..")"
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else
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else
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inv = "mcl_banners_item_base.png^mcl_banners_item_overlay.png"
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itemstring = "mcl_banners:banner_preview" .. "_" .. pattern_name .. "_" .. itemid
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end
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end
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local inv
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local base
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local finished_banner
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if pattern_name == "" then
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if colorize then
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-- Base texture with base color
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base = "mcl_banners_item_base.png^(mcl_banners_item_overlay.png^[colorize:"..colorize..")^[resize:32x32"
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else
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base = "mcl_banners_item_base.png^mcl_banners_item_overlay.png^[resize:32x32"
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end
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finished_banner = base
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else
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-- Banner item preview background
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base = "mcl_banners_item_base.png^(mcl_banners_item_overlay.png^[colorize:#CCCCCC)^[resize:32x32"
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desc = S("Preview Banner")
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local pattern = "mcl_banners_" .. pattern_name .. ".png"
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local color = colorize
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-- Generate layer texture
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-- TODO: The layer texture in the icon is squished
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-- weirdly because the width/height aspect ratio of
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-- the banner icon is 1:1.5, whereas the aspect ratio
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-- of the banner entity is 1:2. A solution would be to
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-- redraw the pattern textures as low-resolution pixel
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-- art and use that instead.
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local layer = "(([combine:20x40:-2,-2="..pattern.."^[resize:16x24^[colorize:"..color..":"..layer_ratio.."))"
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function escape(text)
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return text:gsub("%^", "\\%^"):gsub(":", "\\:") -- :gsub("%(", "\\%("):gsub("%)", "\\%)")
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end
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finished_banner = "[combine:32x32:0,0=" .. escape(base) .. ":8,4=" .. escape(layer)
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end
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inv = finished_banner
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-- Banner items.
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-- Banner items.
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-- This is the player-visible banner item. It comes in 16 base colors.
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-- This is the player-visible banner item. It comes in 16 base colors with a lot of patterns.
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-- The multiple items are really only needed for the different item images.
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-- The multiple items are really only needed for the different item images.
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-- TODO: Combine the items into only 1 item.
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-- TODO: Combine the items into only 1 item.
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local groups
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if pattern_name == "" then
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groups = { banner = 1, deco_block = 1, flammable = -1 }
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else
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groups = { not_in_creative_inventory = 1 }
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end
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|
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minetest.register_craftitem(itemstring, {
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minetest.register_craftitem(itemstring, {
|
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description = desc,
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description = desc,
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_tt_help = S("Paintable decoration"),
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_tt_help = S("Paintable decoration"),
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@ -326,7 +417,7 @@ for colorid, colortab in pairs(mcl_banners.colors) do
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wield_image = inv,
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wield_image = inv,
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-- Banner group groups together the banner items, but not the nodes.
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-- Banner group groups together the banner items, but not the nodes.
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-- Used for crafting.
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-- Used for crafting.
|
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groups = { banner = 1, deco_block = 1, flammable = -1 },
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groups = groups,
|
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stack_max = 16,
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stack_max = 16,
|
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|
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on_place = function(itemstack, placer, pointed_thing)
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on_place = function(itemstack, placer, pointed_thing)
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@ -492,6 +583,7 @@ for colorid, colortab in pairs(mcl_banners.colors) do
|
||||||
-- Add item to node alias
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-- Add item to node alias
|
||||||
doc.add_entry_alias("nodes", "mcl_banners:standing_banner", "craftitems", itemstring)
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doc.add_entry_alias("nodes", "mcl_banners:standing_banner", "craftitems", itemstring)
|
||||||
end
|
end
|
||||||
|
end
|
||||||
end
|
end
|
||||||
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|
||||||
if minetest.get_modpath("doc") then
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if minetest.get_modpath("doc") then
|
||||||
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|
|
@ -253,6 +253,11 @@ for colorid, colortab in pairs(mcl_banners.colors) do
|
||||||
dye_to_colorid_mapping[colortab[5]] = colorid
|
dye_to_colorid_mapping[colortab[5]] = colorid
|
||||||
end
|
end
|
||||||
|
|
||||||
|
local dye_to_itemid_mapping = {}
|
||||||
|
for colorid, colortab in pairs(mcl_banners.colors) do
|
||||||
|
dye_to_itemid_mapping[colortab[5]] = colortab[1]
|
||||||
|
end
|
||||||
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|
||||||
-- Create a banner description containing all the layer names
|
-- Create a banner description containing all the layer names
|
||||||
mcl_banners.make_advanced_banner_description = function(description, layers)
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mcl_banners.make_advanced_banner_description = function(description, layers)
|
||||||
if layers == nil or #layers == 0 then
|
if layers == nil or #layers == 0 then
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||||||
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@ -491,7 +496,14 @@ local banner_pattern_craft = function(itemstack, player, old_craft_grid, craft_i
|
||||||
imeta:set_string("description", ometa:get_string("description"))
|
imeta:set_string("description", ometa:get_string("description"))
|
||||||
imeta:set_string("name", mname)
|
imeta:set_string("name", mname)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
if craft_predict then
|
||||||
|
local itemid_prefix = "mcl_banners:banner_preview"
|
||||||
|
local coloritemid = dye_to_itemid_mapping[dye]
|
||||||
|
return ItemStack(itemid_prefix .. "_" .. matching_pattern .. "_" .. coloritemid)
|
||||||
|
else
|
||||||
return itemstack
|
return itemstack
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv)
|
minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv)
|
||||||
|
|
|
@ -1,4 +1,4 @@
|
||||||
# textdomain: mcl_compass
|
# textdomain: mcl_compass
|
||||||
Compasses are tools which point to the world origin (X@=0, Z@=0) or the spawn point in the Overworld.=Kompasse sind Werkzeuge, die zum Ursprungspunkt der Welt (X@=0, Z@=0) oder den Einstiegspunkt der Welt zeigen.
|
Compasses are tools which point to the world origin (X@=0, Z@=0) or the spawn point in the Overworld.=Kompasse sind Werkzeuge, die zum Ursprungspunkt der Welt (X@=0, Z@=0) oder zum Einstiegspunkt der Welt zeigen.
|
||||||
Compass=Kompass
|
Compass=Kompass
|
||||||
Points to the world origin=Zeigt zum Startpunkt der Welt
|
Points to the world origin=Zeigt zum Startpunkt der Welt
|
||||||
|
|
|
@ -190,6 +190,22 @@ minetest.register_abm({
|
||||||
end,
|
end,
|
||||||
})
|
})
|
||||||
|
|
||||||
|
-- Make cactus destroy items
|
||||||
|
minetest.register_abm({
|
||||||
|
label = "Cactus destroy items",
|
||||||
|
nodenames = {"mcl_core:cactus"},
|
||||||
|
interval = 1,
|
||||||
|
chance = 1,
|
||||||
|
action = function(pos, node, active_object_count, active_object_count_wider)
|
||||||
|
for _,object in pairs(minetest.get_objects_inside_radius(pos, 0.9)) do
|
||||||
|
if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then
|
||||||
|
object:remove()
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end,
|
||||||
|
})
|
||||||
|
|
||||||
|
|
||||||
minetest.register_abm({
|
minetest.register_abm({
|
||||||
label = "Sugar canes growth",
|
label = "Sugar canes growth",
|
||||||
nodenames = {"mcl_core:reeds"},
|
nodenames = {"mcl_core:reeds"},
|
||||||
|
|
|
@ -16,9 +16,9 @@ Birch Trapdoor=Birkenfalltür
|
||||||
Spruce Trapdoor=Fichtenfalltür
|
Spruce Trapdoor=Fichtenfalltür
|
||||||
Dark Oak Trapdoor=Schwarzeichenfalltür
|
Dark Oak Trapdoor=Schwarzeichenfalltür
|
||||||
Jungle Trapdoor=Dschungelfalltür
|
Jungle Trapdoor=Dschungelfalltür
|
||||||
Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder.=Holzfalltüren sind horizontale Barrieren, die von Hand oder mit einem Redstone-Signal geöffnet oder geschlossen werden können. Sie belegen den oberen oder unteren Teil eines Blocks, je nach dem, wie sie platziert wurden. Wenn geöffnet, können sie wie eine Leiter erklommen werden.
|
Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder.=Holzfalltüren sind horizontale Barrieren, die von Hand oder mit einem Redstone-Signal geöffnet oder geschlossen werden können. Sie belegen den oberen oder unteren Teil eines Blocks, je nachdem, wie sie platziert wurden. Wenn geöffnet, können sie wie eine Leiter erklommen werden.
|
||||||
To open or close the trapdoor, rightclick it or send a redstone signal to it.=Um die Falltür zu öffnen oder zu schließen, rechtsklicken Sie sie oder schicken Sie ein Redstone-Signal zu ihr.
|
To open or close the trapdoor, rightclick it or send a redstone signal to it.=Um die Falltür zu öffnen oder zu schließen, rechtsklicken Sie sie oder schicken Sie ein Redstone-Signal zu ihr.
|
||||||
Iron Trapdoor=Eisenfalltür
|
Iron Trapdoor=Eisenfalltür
|
||||||
Iron trapdoors are horizontal barriers which can only be opened and closed by redstone signals, but not by hand. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder.=Eisenfalltüren sind horizontale Barrieren, die nur mit einem Redstone-Signal geöffnet oder geschlossen werden können, nicht von Hand. Sie belegen den oberen oder unteren Teil eines Blocks, je nach dem, wie sie platziert wurden. Wenn geöffnet, können sie wie eine Leiter erklommen werden.
|
Iron trapdoors are horizontal barriers which can only be opened and closed by redstone signals, but not by hand. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder.=Eisenfalltüren sind horizontale Barrieren, die nur mit einem Redstone-Signal geöffnet oder geschlossen werden können, nicht von Hand. Sie belegen den oberen oder unteren Teil eines Blocks, je nachdem, wie sie platziert wurden. Wenn geöffnet, können sie wie eine Leiter erklommen werden.
|
||||||
Openable by players and redstone power=Zu öffnen von Spielern und Redstoneenergie
|
Openable by players and redstone power=Zu öffnen von Spielern und Redstoneenergie
|
||||||
Openable by redstone power=Zu öffnen von Redstoneenergie
|
Openable by redstone power=Zu öffnen von Redstoneenergie
|
||||||
|
|
|
@ -17,8 +17,8 @@ Efficiency=Effizienz
|
||||||
Increases mining speed.=Erhöht Grabegeschwindigkeit.
|
Increases mining speed.=Erhöht Grabegeschwindigkeit.
|
||||||
Feather Falling=Federfall
|
Feather Falling=Federfall
|
||||||
Reduces fall damage.=Reduziert Fallschaden.
|
Reduces fall damage.=Reduziert Fallschaden.
|
||||||
Fire Aspect=Feieraspekt
|
Fire Aspect=Feueraspekt
|
||||||
Sets target on fire.=Zündes das Ziel an.
|
Sets target on fire.=Zündet das Ziel an.
|
||||||
Fire Protection=Feuerschutz
|
Fire Protection=Feuerschutz
|
||||||
Reduces fire damage.=Reduziert Feuerschaden
|
Reduces fire damage.=Reduziert Feuerschaden
|
||||||
Flame=Flamme
|
Flame=Flamme
|
||||||
|
@ -31,7 +31,7 @@ Impaling=Aufspießen
|
||||||
Trident deals additional damage to ocean mobs.=Dreizack richtet Zusatzschaden an Ozeanmobs an.
|
Trident deals additional damage to ocean mobs.=Dreizack richtet Zusatzschaden an Ozeanmobs an.
|
||||||
Infinity=Unendlichkeit
|
Infinity=Unendlichkeit
|
||||||
Shooting consumes no regular arrows.=Schüsse verbrauchen keine regulären Pfeile.
|
Shooting consumes no regular arrows.=Schüsse verbrauchen keine regulären Pfeile.
|
||||||
Knockback=Rückschlag.
|
Knockback=Rückschlag
|
||||||
Increases knockback.=Verstärkt Rückschlag.
|
Increases knockback.=Verstärkt Rückschlag.
|
||||||
Looting=Plünderer
|
Looting=Plünderer
|
||||||
Increases mob loot.=Erhöht Abwürfe von Mobs.
|
Increases mob loot.=Erhöht Abwürfe von Mobs.
|
||||||
|
@ -43,7 +43,7 @@ Lure=Köder
|
||||||
Decreases time until rod catches something.=Reduziert die Zeit, bis die Angel etwas fängt.
|
Decreases time until rod catches something.=Reduziert die Zeit, bis die Angel etwas fängt.
|
||||||
Mending=Ausbessern
|
Mending=Ausbessern
|
||||||
Repair the item while gaining XP orbs.=Gegenstand reparieren, während man Erfahrungskugeln erhält.
|
Repair the item while gaining XP orbs.=Gegenstand reparieren, während man Erfahrungskugeln erhält.
|
||||||
Multishot=Mehrschuss
|
Multishot=Mehrfachschuss
|
||||||
Shoot 3 arrows at the cost of one.=3 Pfeile zum Preis von 1 schießen.
|
Shoot 3 arrows at the cost of one.=3 Pfeile zum Preis von 1 schießen.
|
||||||
Piercing=Durchbohren
|
Piercing=Durchbohren
|
||||||
Arrows passes through multiple objects.=Pfeile durchdringen mehrere Objekte.
|
Arrows passes through multiple objects.=Pfeile durchdringen mehrere Objekte.
|
||||||
|
@ -74,7 +74,7 @@ Increases sweeping attack damage.=Erhöht Schwungangriffsschaden.
|
||||||
Thorns=Dornen
|
Thorns=Dornen
|
||||||
Reflects some of the damage taken when hit, at the cost of reducing durability with each proc.=Reflektiert etwas des Schadens beim Erleiden eines Treffers, auf Kosten der Haltbarkeit.
|
Reflects some of the damage taken when hit, at the cost of reducing durability with each proc.=Reflektiert etwas des Schadens beim Erleiden eines Treffers, auf Kosten der Haltbarkeit.
|
||||||
Unbreaking=Haltbarkeit
|
Unbreaking=Haltbarkeit
|
||||||
Increases item durability.=Erhöht Haldbarkeit des Gegenstands.
|
Increases item durability.=Erhöht Haltbarkeit des Gegenstands.
|
||||||
Inventory=Inventar
|
Inventory=Inventar
|
||||||
@1 Lapis Lazuli=@1 Lapislazuli
|
@1 Lapis Lazuli=@1 Lapislazuli
|
||||||
@1 Enchantment Levels=@1 Verzauberungsstufen
|
@1 Enchantment Levels=@1 Verzauberungsstufen
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
# textdomain: mcl_fences
|
# textdomain: mcl_fences
|
||||||
Fences are structures which block the way. Fences will connect to each other and solid blocks. They cannot be jumped over with a simple jump.=Zäune sind Gebäude, die den Weg blockieren. Sie verbinden sich gegenseitig und anderen festen Blöcken. Man kann sie nicht mit normalen Sprüngen überspringen.
|
Fences are structures which block the way. Fences will connect to each other and solid blocks. They cannot be jumped over with a simple jump.=Zäune sind Gebäude, die den Weg blockieren. Sie verbinden sich gegenseitig und anderen festen Blöcken. Man kann sie nicht mit normalen Sprüngen überspringen.
|
||||||
Fence gates can be opened or closed and can't be jumped over. Fences will connect nicely to fence gates.=Zauntore können geöffnet und geschlossen werden und können nicht übersprungen werden. Zäune werden sich gut mit Zauntoren verbinden.
|
Fence gates can be opened or closed and can't be jumped over. Fences will connect nicely to fence gates.=Zauntore können geöffnet und geschlossen werden und können nicht übersprungen werden. Zäune lassen sich gut mit Zauntoren verbinden.
|
||||||
Right-click the fence gate to open or close it.=Rechtsklicken Sie auf ein Zauntor, um es zu öffnen oder zu schließen.
|
Right-click the fence gate to open or close it.=Rechtsklicken Sie auf ein Zauntor, um es zu öffnen oder zu schließen.
|
||||||
Oak Fence=Eichenzaun
|
Oak Fence=Eichenzaun
|
||||||
Oak Fence Gate=Eichenzauntor
|
Oak Fence Gate=Eichenzauntor
|
||||||
|
|
|
@ -7,12 +7,12 @@ Raw fish is obtained by fishing and is a food item which can be eaten safely. Co
|
||||||
Cooked Fish=Gekochter Fisch
|
Cooked Fish=Gekochter Fisch
|
||||||
Mmh, fish! This is a healthy food item.=Mhh, Fisch! Ein gesundes Lebensmittel.
|
Mmh, fish! This is a healthy food item.=Mhh, Fisch! Ein gesundes Lebensmittel.
|
||||||
Raw Salmon=Roher Lachs
|
Raw Salmon=Roher Lachs
|
||||||
Raw salmon is obtained by fishing and is a food item which can be eaten safely. Cooking it improves its nutritional value.=Lohen Lachs erhält man beim Angeln. Er ist ein Lebensmittel, der sicher verzehrt werden kann.
|
Raw salmon is obtained by fishing and is a food item which can be eaten safely. Cooking it improves its nutritional value.=Rohen Lachs erhält man beim Angeln. Er ist ein Lebensmittel, das sicher verzehrt werden kann.
|
||||||
Cooked Salmon=Gekochter Lachs
|
Cooked Salmon=Gekochter Lachs
|
||||||
This is a healthy food item which can be eaten.=Ein gesundes essbares Lebensmittel.
|
This is a healthy food item which can be eaten.=Ein gesundes essbares Lebensmittel.
|
||||||
Clownfish=Clownfisch
|
Clownfish=Clownfisch
|
||||||
Clownfish may be obtained by fishing (and luck) and is a food item which can be eaten safely.=Einen Clownfisch kann man beim Angeln mit etwas Glück fangen. Er ist ein Lebensmittel, der sicher verzehrt werden kann.
|
Clownfish may be obtained by fishing (and luck) and is a food item which can be eaten safely.=Einen Clownfisch kann man beim Angeln mit etwas Glück fangen. Er ist ein Lebensmittel, das sicher verzehrt werden kann.
|
||||||
Pufferfish=Kugelfisch
|
Pufferfish=Kugelfisch
|
||||||
Pufferfish are a common species of fish and can be obtained by fishing. They can technically be eaten, but they are very bad for humans. Eating a pufferfish only restores 1 hunger point and will poison you very badly (which drains your health non-fatally) and causes serious food poisoning (which increases your hunger).=Kugelfische sind eine verbreitete Fischart, die geangelt werden können. Sie können theoretisch gegessen werden, aber sie sind sehr schlecht für Menschen. Es gibt nur 1 Hungerpunkt und es wird Sie schwer vergiften (was Ihre Gesundheit verringert, aber nicht bis zum Tod) und Ihr Hungerpegel wird aufgrund der schweren Lebensmittelvergiftung stark ansteigen.
|
Pufferfish are a common species of fish and can be obtained by fishing. They can technically be eaten, but they are very bad for humans. Eating a pufferfish only restores 1 hunger point and will poison you very badly (which drains your health non-fatally) and causes serious food poisoning (which increases your hunger).=Kugelfische sind eine verbreitete Fischart, die geangelt werden kann. Sie können theoretisch gegessen werden, aber sie sind sehr schlecht für Menschen. Es gibt nur 1 Hungerpunkt und es wird Sie schwer vergiften (was Ihre Gesundheit verringert, aber nicht bis zum Tod) und Ihr Hungerpegel wird aufgrund der schweren Lebensmittelvergiftung stark ansteigen.
|
||||||
Catches fish in water=Fängt Fische im Wasser
|
Catches fish in water=Fängt Fische im Wasser
|
||||||
Very poisonous=Sehr giftig
|
Very poisonous=Sehr giftig
|
||||||
|
|
|
@ -12,9 +12,9 @@ Allium=Sternlauch
|
||||||
Azure Bluet=Porzellansternchen
|
Azure Bluet=Porzellansternchen
|
||||||
Blue Orchid=Blaue Orchidee
|
Blue Orchid=Blaue Orchidee
|
||||||
Tall Grass=Hohes Gras
|
Tall Grass=Hohes Gras
|
||||||
Tall grass is a small plant which often occurs on the surface of grasslands. It can be harvested for wheat seeds. By using bone meal, tall grass can be turned into double tallgrass which is two blocks high.=Hohes Gras ist eine kleine Pflanze, die oft auf Wiesenflächen wächst. Es kann für Weizensamen abgeerntet werden. Mit Knochenmehl wird sich hohes Gras zu doppelhohem Gras verwandeln.
|
Tall grass is a small plant which often occurs on the surface of grasslands. It can be harvested for wheat seeds. By using bone meal, tall grass can be turned into double tallgrass which is two blocks high.=Hohes Gras ist eine kleine Pflanze, die oft auf Wiesenflächen wächst. Es kann für Weizensamen abgeerntet werden. Mit Knochenmehl lässt sich hohes Gras zu doppelhohem Gras verwandeln.
|
||||||
Fern=Farn
|
Fern=Farn
|
||||||
Ferns are small plants which occur naturally in jungles and taigas. They can be harvested for wheat seeds. By using bone meal, a fern can be turned into a large fern which is two blocks high.=Farne sind kleine Pflanzen, die oft in Dschungeln und Taigas vorkommen. Sie können für Weizensamen abgeerntet werden. Mit Knochenmehl wird sich ein Farn zu einem großen Farn, der zwei Blöcke hoch ist, verwandeln.
|
Ferns are small plants which occur naturally in jungles and taigas. They can be harvested for wheat seeds. By using bone meal, a fern can be turned into a large fern which is two blocks high.=Farne sind kleine Pflanzen, die oft in Dschungeln und Taigas vorkommen. Sie können für Weizensamen abgeerntet werden. Mit Knochenmehl lässt sich ein Farn zu einem großen Farn, der zwei Blöcke hoch ist, verwandeln.
|
||||||
(Top Part)=(Oberseite)
|
(Top Part)=(Oberseite)
|
||||||
Peony=Pfingstrose
|
Peony=Pfingstrose
|
||||||
A peony is a large plant which occupies two blocks. It is mainly used in dye production.=Eine Pfingstrose ist eine große Pflanze, die zwei Blöcke hoch ist. Sie wird hauptsächlich für die Farbenproduktion gebraucht.
|
A peony is a large plant which occupies two blocks. It is mainly used in dye production.=Eine Pfingstrose ist eine große Pflanze, die zwei Blöcke hoch ist. Sie wird hauptsächlich für die Farbenproduktion gebraucht.
|
||||||
|
|
|
@ -61,7 +61,7 @@ This item is mainly used for crafting.=Dieser Gegenstand wird hauptsächlich in
|
||||||
Magma Cream=Magmacreme
|
Magma Cream=Magmacreme
|
||||||
Magma cream is a crafting component.=Magmacreme ist eine Fertigungskomponente.
|
Magma cream is a crafting component.=Magmacreme ist eine Fertigungskomponente.
|
||||||
Ghast Tear=Ghast-Träne
|
Ghast Tear=Ghast-Träne
|
||||||
Place this item in an item frame as decoration.=Platzieren Sie diesen Gegenstand in einem Rahmel als Deko.
|
Place this item in an item frame as decoration.=Platzieren Sie diesen Gegenstand in einem Rahmen als Deko.
|
||||||
Nether Star=Nether-Stern
|
Nether Star=Nether-Stern
|
||||||
|
|
||||||
A nether star is dropped when the Wither dies. Place it in an item frame to show the world how hardcore you are! Or just as decoration.=Ein Netherstern wird abgeworfen, wenn der Wither stirbt. Platzieren Sie ihn in einen Rahmen, um der Welt zu zeigen, wie großartig Sie sind!
|
A nether star is dropped when the Wither dies. Place it in an item frame to show the world how hardcore you are! Or just as decoration.=Ein Netherstern wird abgeworfen, wenn der Wither stirbt. Platzieren Sie ihn in einen Rahmen, um der Welt zu zeigen, wie großartig Sie sind!
|
||||||
|
|
|
@ -22,7 +22,7 @@ Blue Carpet=Blauer Teppich
|
||||||
Magenta Wool=Magenta Wolle
|
Magenta Wool=Magenta Wolle
|
||||||
Magenta Carpet=Magenta Teppich
|
Magenta Carpet=Magenta Teppich
|
||||||
Orange Wool=Orange Wolle
|
Orange Wool=Orange Wolle
|
||||||
Orange Carpet=Orange Teppich
|
Orange Carpet=Oranger Teppich
|
||||||
Purple Wool=Violette Wolle
|
Purple Wool=Violette Wolle
|
||||||
Purple Carpet=Violetter Teppich
|
Purple Carpet=Violetter Teppich
|
||||||
Brown Wool=Braune Wolle
|
Brown Wool=Braune Wolle
|
||||||
|
|
|
@ -1,2 +1,2 @@
|
||||||
# textdomain: screwdriver
|
# textdomain: screwdriver
|
||||||
Screwdriver=Schraubendreher
|
Screwdriver=Schraubenzieher
|
||||||
|
|
Loading…
Reference in New Issue